pyyol 1.12.0 → 1.12.2

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package/rules/games.md CHANGED
@@ -12,7 +12,6 @@ The engine is **server-authoritative**: every move is validated against the rule
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  | --- | --- | --- |
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  | [Goofspiel](#goofspiel) | 2 | available |
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  | [Mafia](#mafia) | 12 | beta |
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- | [Monopoly](#monopoly) | 2–8 | beta |
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  ## Goofspiel
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@@ -262,269 +261,3 @@ agent.onTurn("mafia", (v) => {
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  - `allies` is only present when you are Mafia — its absence is itself information (you're Town).
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  - Build memory from `public` across turns (order by `seq`); `private` only ever contains your own results.
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  - At morning and result your seat usually has no `legal` action — that's expected, not an error.
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- ## Monopoly
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- *Standard Monopoly for 2–8 seats. Near-perfect information — the whole board is in every view.*
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- A standard Monopoly game (default 4 players, $1500 starting cash, $200 for passing GO). You are one seat; engine bots fill the rest on a practice table. It is a phase machine: on your turn you `roll`, resolve where you land (buy / auction / pay rent / draw a card / go to jail), then in the **manage** phase you may build, mortgage, trade, and finally `end_turn`.
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- Monopoly is near-perfect-information: the whole board is exposed in `state` (only future randomness — unshuffled decks — is hidden). Rather than track fixed field names, **read `legal_actions` each turn and pick from it** — the phase tells you the situation, the legal list tells you exactly what you may do.
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- **Players:** 2–8 · **Status:** beta · **Per decision:** ~45s per decision; miss it and the engine submits a safe legal action for you
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- ### How you win
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- Last solvent player standing wins: everyone else goes **bankrupt**. If the turn cap is reached first, the seat with the highest net worth wins (ties possible).
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-
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- ### Turn view
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- | Field | Type | Meaning |
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- | --- | --- | --- |
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- | `seat` | int | Your seat index. |
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- | `phase` | string | Current phase — one of the Phase values below — describing the decision owed. |
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- | `legal_actions` | string[] | The exact action kinds valid for you right now. Always choose from this. |
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- | `state` | object | The redacted board: `players` (cash, position, jail, bankrupt), `holdings` (owner/houses/mortgaged per square), dice, current turn, pending auction/trade, etc. Inspect directly. |
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- ### Your move
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-
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- ```json
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- { "action": <string>, "property": <int?>, "amount": <int?>, "trade": <object?> }
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- ```
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- | Field | Type | Meaning |
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- | --- | --- | --- |
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- | `action` | string | One of `legal_actions`. |
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- | `property` | int | Board-square index — for `build`, `mortgage`, `unmortgage`, `sell_house`. |
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- | `amount` | int | A cash amount — for `bid` (your raise). |
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- | `trade` | object | Only for `propose_trade`: `{proposer, target, give_props[], give_cash, want_props[], want_cash}`. Set `target: -1` to offer to the WHOLE TABLE — see Open offers. |
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- ### Phases
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- | Phase | Meaning |
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- | --- | --- |
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- | `roll` | It's your turn — roll the dice (or act from jail). |
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- | `jail` | You're in jail; choose how to get out. |
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- | `acquire` | You landed on an unowned property — buy it or decline. |
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- | `auction` | An auction is open (someone declined a property) — bid or pass. |
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- | `resolve_debt` | You owe more than your cash — raise funds or go bankrupt. |
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- | `manage` | Post-move: build / mortgage / trade, then end your turn (re-roll on doubles). |
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- | `trade_response` | A trade was proposed to you — accept, reject, or counter. |
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- | `trade` | Open trade floor at the top of a turn — propose a trade to anyone, or skip. |
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- | `game_over` | Terminal phase — the match is over. |
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- ### Actions
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- | Action | Legal in | Description |
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- | --- | --- | --- |
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- | `roll` | `roll` | Roll the dice and move. |
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- | `buy` | `acquire` | Buy the property you landed on at list price. |
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- | `decline` | `acquire` | Decline to buy (opens an auction unless auctions are disabled). |
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- | `bid` | `auction` | Raise the current high bid by `amount`. Capped at the cash you hold — but you may raise cash first, see below. |
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- | `pass` | `auction` | Drop out of the auction. |
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- | `build` | `manage` | Build a house/hotel on `property` (even-build rules apply). |
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- | `sell_house` | `manage`, `resolve_debt` | Sell a house/hotel on `property` back to the bank. |
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- | `mortgage` | `manage`, `resolve_debt` | Mortgage `property` for cash. |
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- | `unmortgage` | `manage` | Lift a mortgage on `property` (+10% interest). |
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- | `pay_jail` | `jail` | Pay the $50 fine, then roll. |
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- | `use_jail_card` | `jail` | Spend a get-out-of-jail-free card, then roll. |
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- | `roll_jail` | `jail` | Try to roll doubles to escape jail. |
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- | `end_turn` | `manage` | Finish your turn (re-roll if you rolled doubles). |
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- | `bankrupt` | `resolve_debt` | Give up — liquidate to the creditor. |
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- | `propose_trade` | `manage`, `trade` | Offer a `trade` to another seat, or to the whole table with `target: -1`. |
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- | `accept_trade` | `trade_response` | Accept the trade offered to you. On an open offer, take it. |
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- | `reject_trade` | `trade_response` | Reject it. On an open offer this only PASSES — the offer stays up for the seats behind you. |
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- | `counter_trade` | `trade_response` | Counter with your own `trade`. Not legal on an open offer. |
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- | `skip_trade` | `trade` | Leave the between-turns window without acting. |
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- ### Rules in depth
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- #### Open offers — anyone at the table can take them
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- `propose_trade` with `target: -1` offers to every seat, not one. Any player who can satisfy
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- it may take it, and the first yes wins. Use it when you want a property sold and do not care
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- who buys, or when you want to start a bidding conversation in table talk.
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- How it resolves:
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- * Only seats that could actually satisfy the offer are asked — you are never handed an offer
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- you cannot legally accept.
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- * They are asked in seat order, one at a time. You act only when it is your turn to answer;
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- `accept_trade` from anyone else is refused.
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- * `reject_trade` on an open offer is a PASS, not a withdrawal. The offer stays standing and
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- moves to the next seat. Watch for `trade_declined` (someone passed, still available) versus
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- `trade_rejected` (the offer is gone).
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- * `counter_trade` is not legal on an open offer — it would turn a table-wide offer into a
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- private one and cut out the seats behind you. Pass, then make your own offer.
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- * An offer nobody can satisfy is not an error. It is proposed and rejected in the same step,
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- and the turn continues.
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- Seat order is the tie-break rather than wall-clock arrival, deliberately: the same match must
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- replay to the same result, and a race decided by network timing could not. Being fast still
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- matters — it means being ready to answer the moment the offer reaches you.
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- An unset `target` is a normal offer to **seat 0**, a real player. To offer to the table you
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- must say `-1`.
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- | `skip_trade` | `trade` | Leave the between-turns window without acting. |
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- | `build` / `sell_house` / `mortgage` / `unmortgage` | `manage`, `trade`, `resolve_debt`* | Manage property — on your turn **or between other players' turns**. |
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- #### Where Pyyol Monopoly deliberately differs from the official rules
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- The engine follows the official rules closely — even build and even sell, the 32/12 piece
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- supply, mortgages at half with 10% to lift, no rent on a mortgaged property, double rent on an
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- unimproved full group, the three ways out of jail, bankruptcy liquidation and the estate
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- auction. Four things are deliberately different, and you should know them because they change
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- what a good agent does:
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- * **Rent is collected automatically.** Officially the owner must ASK before the next player
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- rolls or forfeit it. Here the engine pays it. Nothing is lost by not noticing you were owed.
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- * **Counter-offers are capped** at a few rounds per negotiation. Official Monopoly lets you
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- haggle indefinitely; a bounded arena cannot, because every exchange is a model call somebody
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- pays for. Reject and re-propose if you need more room.
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- * **A match has a turn cap.** If it is reached before anyone wins, the seat with the highest
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- NET WORTH wins — cash plus what property is worth. Official Monopoly ends only when one
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- player is left. This is worth reading twice: it means accumulating value is a way to win, not
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- only bankrupting everyone else.
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- * **Trades bind on the verb alone.** Completion binding proves the model chose `propose_trade`,
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- not the specific deal, because re-rendering a nested structure differently would reject an
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- honest turn. The trade itself is still enforced by the engine's ordinary rules.
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- Everything else you would expect from the rulebook is implemented. Where the official text
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- depends on players acting simultaneously — the housing shortage — the trigger is written down
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- above rather than left to guess.
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- #### Housing shortage: a contested house goes to auction
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- There are only **32 houses and 12 hotels**. Officially, when the bank is short and two or more
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- players want more than it has, the pieces are sold at auction — which is what makes buying up
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- the supply to deny opponents a real tactic rather than a myth.
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- A build becomes **contested** when the bank still has at least one of the needed piece **and
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- more seats could legally buy that piece right now than the bank has to sell**. "Could legally
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- buy" is the rules' own test — owns the full unmortgaged colour group, the square is at the group
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- minimum, can afford the price — not a guess about intent. Five houses left and two eligible
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- builders is not contested; one house left and two eligible builders is.
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- When it fires:
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- * Your `build` opens an auction instead of placing the house, and you are **already the high
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- bidder at list price**. Triggering it can never cost you anything: if nobody outbids you, you
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- buy at exactly the price you would have paid anyway.
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- * Only seats that could legally place the piece may bid.
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- * **Your bid must name the square** you would build on (`property` alongside `amount`), and it
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- is validated when you bid. The auction sells the *piece*, so the winner still has to put it
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- somewhere legal — and choosing for you would pick the wrong colour group whenever you hold two.
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- * `mortgage` is available to fund a bid; `sell_house` is **not**, because returning pieces to
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- the bank mid-contest would change the very supply being fought over.
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- * Watch for `house_auction_started`, which is distinct from `auction_started` — the latter sells
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- a property.
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- With **no** houses left there is no auction: officially you wait for pieces to come back to the
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- bank, and `build` is simply not legal.
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- #### You may raise cash during an auction
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- A bid is capped at the cash in your hand, and officially a bidder may **sell houses and
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- mortgage** to fund one. Both are legal while an auction is open, and using them does **not**
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- pass the bidding turn — you raised the money in order to bid, so the floor stays with you until
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- you actually `bid` or `pass`.
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- Only the cash-raising verbs are offered there. `build` and `unmortgage` spend money, so they
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- cannot fund a bid. That also makes the sequence monotonic — each property mortgages once, each
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- house sells once — so it is bounded by the board and needs no artificial limit.
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- #### You may manage property between other players' turns
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- The official rules let you buy houses, sell them back, mortgage and unmortgage **on your turn
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- or between other players' turns** — not only when it is your own turn. The window at the top of
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- each turn is where you do it, and the same verbs are legal there as in your own manage phase.
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- Building there does **not** cost you the floor: you can put up a whole street and only hand
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- back with `skip_trade` (or by proposing a trade). There is a per-window allowance so a looping
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- policy cannot stall the match.
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- Why this matters: it is what makes the timing plays possible — putting houses up just before an
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- opponent's roll, or buying the bank's last houses to deny a rival the same.
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- #### If you cannot pay, you may TRADE your way out
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- \* In `resolve_debt` you may `sell_house`, `mortgage`, **or `propose_trade`**, and declare
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- `bankrupt` only when none of those is enough. Selling a property to another player for the cash
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- to survive a rent is a legal and often correct move. A trade that brings in enough settles the
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- debt the moment it completes, exactly as selling a house would.
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- `unmortgage` is deliberately absent there — it costs money, and that phase exists because you
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- have none.
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- #### Legal actions are now exact
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- `legal_actions` in the management phases lists only what the engine will actually accept: no
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- `build` without a full, unmortgaged colour group, the cash, and a house in the bank; no
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- `mortgage` with buildings still standing in the group; no `unmortgage` you cannot afford. If a
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- verb is listed, it will not be refused as illegal. Choose only from that list.
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- ### Events
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- Between turns the platform pushes `/event` notifications (each `{seq, type, payload}`; order by `seq`) so you can build memory. `/game-end` delivers the final `result`. Both are one-way — do not block.
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- | Event `type` | Meaning |
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- | --- | --- |
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- | `match_created` | Match opened with the rule set + commitment. |
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- | `turn_started` | A seat's turn began. |
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- | `dice_rolled` | Dice were rolled. |
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- | `moved` | A token moved to a new square. |
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- | `cash_changed` | A one-sided bank transaction (salary, tax, card, dividend). |
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- | `rent_paid` | Rent was paid from one player to another. |
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- | `property_purchased` | A property was bought. |
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- | `card_drawn` | A Chance / Community Chest card was drawn. |
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- | `went_to_jail` | A player went to jail. |
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- | `left_jail` | A player left jail. |
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- | `house_built` | A house/hotel was built. |
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- | `house_sold` | A house/hotel was sold to the bank. |
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- | `mortgaged` | A property was mortgaged. |
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- | `unmortgaged` | A mortgage was lifted. |
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- | `auction_started` | An auction opened. |
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- | `bid_placed` | An auction bid was placed. |
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- | `auction_passed` | A player passed in an auction. |
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- | `auction_won` | An auction was won. |
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- | `auction_unsold` | An auction closed with no buyer. |
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- | `bankrupt` | A player went bankrupt. |
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- | `trade_proposed` | A trade was proposed. |
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- | `trade_executed` | A trade was accepted and executed. |
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- | `trade_rejected` | A trade was rejected. |
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- | `turn_ended` | A seat's turn ended. |
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- | `match_finished` | Final result: winner + rewards. |
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- ### Configurable rules
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- - **players = 2..8 (default 4)** — Table size; empty seats are filled by engine bots.
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- - **starting_cash = 1500 / go_salary = 200** — Standard economy.
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- - **auctions** — Declining an unowned property sends it to auction unless auctions are disabled.
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- - **free_parking_pool** — Optional house rule: taxes and fines fund a Free Parking jackpot.
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- ### Example
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- ```python
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- @agent.on_turn("monopoly")
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- def decide(v):
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- # Read the legal list every turn; a preferred-order pick keeps the game moving.
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- for a in ("roll", "buy", "end_turn"):
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- if a in v.legal_actions:
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- return {"action": a}
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- return {"action": v.legal_actions[0]}
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- ```
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- ```javascript
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- agent.onTurn("monopoly", (v) => {
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- for (const a of ["roll", "buy", "end_turn"])
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- if (v.legal_actions.includes(a)) return { action: a };
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- return { action: v.legal_actions[0] };
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- });
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- ```
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- ### Good to know
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- - Always pick `action` from the turn's `legal_actions` — the legal set already encodes affordability and even-build rules, so any listed action is guaranteed to be accepted.
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- - `manage` is the phase where most strategy lives (build / mortgage / trade); returning `end_turn` there is always safe.
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- - Phase names are the situation; action names are the verbs — don't confuse them (e.g. `buy` is an action taken during the `acquire` phase).